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[H] 3 roach+speedling all-in PvZ - Page 14

Forum Index > StarCraft 2 Strategy
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Zyban
Profile Joined October 2010
United States54 Posts
February 02 2011 08:27 GMT
#261
After watching the replay... I just had to give this bad boy all-in a try. This all-in is the best ive seen against protoss (IMO stronger than the roach rush). FINALLY a clean cut way to punish religious 4 gaters. Have you tryed stalker then sentry (skipping zelot), or are 6/10 pools common enough to make the zelot mandatory?
Proud member of the swarm since '09
aquanda
Profile Joined January 2003
United States477 Posts
Last Edited: 2011-02-02 08:44:32
February 02 2011 08:29 GMT
#262
Friend tried it on a 2.9K Masters Toss who has never read this thread and he beat it easily by making some cannons and sentries. Please change thread title to reflect the possible'ness of beating this build. Also, the game was on close position Meta.

EDIT: Question mark?
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
February 02 2011 08:31 GMT
#263
the correct answer is obviously early scout and go forge after gate and canons, he's totally allin and 1 or 2 canon holds and u can transition into exp or 4 gate +1. But because you scouted him last you could not go for this.

nevertheless if you're not into this kind of thing, just make a full block and chronboost out units out of 2 gate, no need for 2nd sentry, just units, and pull probes if he brakes the full wall

3200 masters here (and totally trying out this build :D)
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
February 02 2011 08:33 GMT
#264
On February 02 2011 17:29 aquanda wrote:
Friend tried it on a 2.9K Masters Toss who has never read this thread and he beat it easily by making some cannons and sentries. Please change thread title to reflect the possible'ness of beating this build. Also, the game was on close position Meta.


do you know what a question mark is?
Everhate
Profile Joined September 2010
United States640 Posts
Last Edited: 2011-02-02 08:36:33
February 02 2011 08:34 GMT
#265
I'd be curious to see how this would play out on some of the other maps...Scrap station immediately comes to mind and my (poorly) executed vs-computer build put the roach/ling push at the front door at around 5:20. The difference in time likely allows for warp gate to finish, though with the wider ramp i'm not entirely certain how that would work out. (particularly if, as in the OP, the zerg could follow up with banelings, which are a bit more difficult to deal with due to the width of the ramp, and ability to 'bait' FFs with the first roaches...hmm...)

Of course, if the zerg opted to, as has been mentioned, the zerg player could pull the drones off gas after mining enough for the push, put them back on mins, and be able to expand. While this is late, the pressure kind of serves as a game state reset (protoss has been delayed, probably to a lesser extent, if he opts to forge + cannon defense)

So, while in this case it's not all-in, it certainly makes for an interesting building-block to explore and see what can develop from this.

On topic. One thing that came to mind, and may not work out due to the timing, would be the zealot/stalker pressure (with the stalker popping when the zealot is 40-50% of the way there) and how, if at all, that would change the timing/availability of larva for the zerg player. At best, it seems they'd end up dying as speed finished, perhaps delaying the roaches/push for long enough to get WG finished. Zealot/stalker pressure isn't something you particularly want to do against speedling/expand though...bleh. I dunno, these are the thoughts that come to me when i read forums/watch replays instead of sleeping.

Edit: Spelling, prob more mistakes to be edited as I learn to read better.
Conrose
Profile Joined October 2010
437 Posts
February 02 2011 08:34 GMT
#266
Overlords have a sight range of 11. You'll not be able to remove it without moving out from the ramp where the lings will have a field day with anything you got. I imagine that you could possibly drop a pylon near his ramp to force Drones off the line while you start building the forge after scouting the early Spawning Pool. Not elegant, but it can buy you some time if they take the bait... especially if they scouted that you placed a pylon away from the wall.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
Last Edited: 2011-02-02 08:40:13
February 02 2011 08:37 GMT
#267
finally, zerg have something as cheesy as a 4 gate :/

start with forge, pylon block the ramp and put a cannon or three behind it, autowin vs Z
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
ZeromuS
Profile Blog Joined October 2010
Canada13402 Posts
February 02 2011 08:39 GMT
#268
I am not sure about how to deal with this but i feel you should have left a probe at his natural to scout if they are expanding or not. Often when a Zerg doesnt expand by the time you have 20 food as protoss it means they are all ining off of one base. I at this point and realisation cut probes to put down more gateways against Zerg all ins in general and focus my chronoboost on units. I think perhaps the pylon block and stalkers could be the best option but this is difficult since the Z has sooo many more units than you. It truly is a really brutal timing. :/
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Nis
Profile Joined August 2010
Singapore45 Posts
February 02 2011 08:40 GMT
#269
Ok just tried and lost a couple of times against that build but i came up with a variation of 3 gate expand that i am 90% sure can hold that
The master zerg I was playing agianst went afk so i cant really test it again but it involves probe cut at 20, second gas before first zealot, 1 chrono on gate and 4 chrono on core, as well as intentional food block at 26 to drop 2 additional gates (+ build the third sentry) before dropping a pylon. 2 FFs at ramp, keeping sentries safe from roach snipes from below, before second ff ends, drop a fourth gateway to full wall off as you morph the additional gates and warp in 2 stalker 1 sentry. If he tries to force his way up, FF his forces in half and pick off the lings. Cancel the fourth gate at the last moment after 2 warp cycles and resume macro game with expand
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
February 02 2011 08:40 GMT
#270
On February 02 2011 17:39 ZeromuS wrote:
I am not sure about how to deal with this but i feel you should have left a probe at his natural to scout if they are expanding or not.


im pretty sure i do go check with a probe. u can't just leave a probe sitting there or the zerg will surely go kill it with lings.
Obelisk7
Profile Joined January 2010
Korea (South)65 Posts
February 02 2011 08:45 GMT
#271
I watched the replay and your cybernatics core went down right before his roach warren. Also, your probe left right after he started the warren.

Cancel the core, start a second Gateway, and then get two zealots. Build a core, get two more zealots.

By the time his attack comes, the minerals you used for the third gateway with what you did normally instead is used on forces to hold the attack off. Core should finish while you chrono out zealots to deal with mass lings, and have a sentry chrono'ed with the other gate providing zealots.

From there I'm not sure how things would pan out...but if the attack is being held off then forcefield and reinforce army.

Would something like that work ?

Take Nothing For Granted, For Everything Changes.
DeminRamst
Profile Joined January 2011
Australia13 Posts
February 02 2011 08:47 GMT
#272
I'm at page 9. It seems to me, the only answer to this is 3 cannons. Which is utter ridiculousness because of the fact that cannons are COMPLETELY immovable. 450 minerals + 150 for a Forge you won't be using for a long while. If we had recyclable Bunkers or Spine crawlers to use at an expansion, this would be completely different.

The fact that we'll be potentially 600 minerals behind at the start, and for all we know they've cancelled the Roach Warren... it FEELS like this is completely broken at first glance.
JakeBurton
Profile Joined October 2010
74 Posts
February 02 2011 08:47 GMT
#273
Wow. That sure is terrifying. This has been mentioned before but my gut reaction would be that the most efficient way to hold this involves a full wall in with gateway or maybe a second cyber to prevent getting your cyber sniped and some different chrono spending. To the lab!
Audi309
Profile Blog Joined October 2010
United States90 Posts
February 02 2011 08:49 GMT
#274
so i loaded this up with a friend, and it seems to come down to some reallllyyy thin chronoboosted sentry timings. only ~2.6k diamond, but i feel like that's the only real chance :[

this also relies on close positions to really be effective - cross position on metal sentries should be there in time
Eknoid4
Profile Joined October 2010
United States902 Posts
February 02 2011 08:52 GMT
#275
I hope this turns out to be viable in the long run.
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
TearDrop
Profile Joined January 2011
63 Posts
Last Edited: 2011-02-02 08:56:51
February 02 2011 08:53 GMT
#276
You can´t hold a 4gate without building 1-2 spinecrawlers and completely cutting drone production. Seems fair to me that there are zerg allins that you need cannons against. And the time needed for the roach warren to build, the roaches to build and the roaches slowly crawling to your base is more than enough to get a forge up and build cannons, not even calculating your 2 force fields in.

600 minerals isn´t even that much seeing how you are ahead in worker by like 10. No way any zerg can recover from that.
sas911
Profile Joined November 2010
Canada113 Posts
Last Edited: 2011-02-02 08:58:31
February 02 2011 08:55 GMT
#277
WHAT IN GODS NAME IS THIS TOTAL BS.
Ahem. So, wdh?

I watched the replay, and first thing I thought was, wow, that's a total load of bull crap, because that came so fast. 5:00 mark, and he's going up your base and you've got nothing to defend.

OKAY WHEW.
I did some hard core analysis, with some of the very early gate builds I was trying early on, and I figure I can somewhat defend this, with obvious pulling of a few probes here and there. First thing to note, I get second gas late as hell.
9 pylon
12 gate <- You got 13 gate. Marginal but important? Tbh I doubt it but w/e.
14 assim
16 pylon
Barely 17 cyber (or 18 really)
19 gate(cut probes for a moment here)
24 assim

First of all.
ROFL on le copter. I know it's a bit weird for you guys, but I was comparing timing with my early gateway, and realized my extra units pop up at 5:20, which coincidentally on that replay, is just the time those speedlings start to arrive at ur base!

So first the build. You get zealot as fast as possible, not messing with cyber timing. Moment zealot finishes, stalker out of the same gateway. You're building second gateway. The 1st gate finishes stalker and 2nd gate finishes at good timings within each other. Build another zealot, and a sentry.

How this build would work:
So first of all, here's the units you would have. 2 zealots, a stalker, and a sentry.
AGAINST, 12 lings and 3 roaches.
Well first thing to say is, kind of ouch? Zealots will clean up lings with a fair amount of decency, in this case you use the ff from your sentry to just split the speedlings, so your zealots should be able to kill like 6 of the lings.
10 probes lead can be used to kill (obviously you don't know this, so a move all probes really..)
Would it work?

2 zealots, stalker, sentry (with only 1 ff) 10 probes vs 12 speedlings and 3 roaches.
I have to say that's actually a tough call, but I mean even if you barely live you're ahead in tech, and can proceed to faceroll his rushing ass. Besides, most rushers even just quit when their attack fails.

Now in the replay I used as a reference I actually didn't chrono boost anything but the stalker, because I wasn't in any kind of early attack, it was just a 2 gate robo variation I was trying against a 4 gate protoss lol. ANYWAY, timing of when units pop can definitely be enhanced with the chrono boosts. Still wondering if the armies listed above would clash well, and protoss would come out ahead. And note that of course while this is going on, he's sending more speedlings while you're building out of 2 gateways (I believe warp gate tech finishes around this point), and feasibly a 3rd gate if you start cutting the probes.

It's pretty close. Zealot and stalker make do for about 10 seconds facing 3 roaches, until zealot and sentry pops, at which time speedlings come. Pull 10 probes, and its an "interesting" battle. Still, you have the ff on your side and the wall, which dramatically decreases the effectiveness of zerglings. Not sure if you can fend it off, it's a strong push ><"

--
EDIT:
So basically I'd like to know. You have high ground, and 1 force field to use.
10 Probes, 1 stalker, 2 zealots, 1 sentry
3 Roaches, 12 speedlings
Who wins?
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2011-02-02 08:58:20
February 02 2011 08:55 GMT
#278
On February 02 2011 17:53 TearDrop wrote:
You can´t hold a 4gate without building 1-2 spinecrawlers


yes... u certainly can.

also, spinecrawlers can move, AND they are being used to protect an expansion, which makes it a ridiculous comparison anyways.
ZeromuS
Profile Blog Joined October 2010
Canada13402 Posts
February 02 2011 09:01 GMT
#279
On February 02 2011 17:40 travis wrote:
Show nested quote +
On February 02 2011 17:39 ZeromuS wrote:
I am not sure about how to deal with this but i feel you should have left a probe at his natural to scout if they are expanding or not.


im pretty sure i do go check with a probe. u can't just leave a probe sitting there or the zerg will surely go kill it with lings.


yes he can kill it with lings but its just one probe and knowing that he isnt expanding gives you info. Upon rewatching the replay yeah you did scout with the probe. To me, honestly, I feel that this rush is really just designed to exploit the fact that Protoss needs to tech to cybernetics core and warpgate but this is detrimental because theres only one gateway up and working when this attack comes.

While a forge would help I agree that it isn't realy viable since it does put your tech to stalkers behind and this is a necessary tech to get alongside warpgate research. and cannons are expensive.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Taf the Ghost
Profile Joined December 2010
United States11751 Posts
February 02 2011 09:03 GMT
#280
I won't have time to play with this, but it looks fun. And I think it's going to get worse for Protoss before it gets better, too. Looking at the build in the replays, there's a lot of room for faking this. Once this becomes a fairly common occurrence on the Ladder, faking this becomes really easy. Further, I think there might be a faster way to do it. If someone can figure out a branch-point for this in the 11 overpool, 18 hatch build, they could force you to blindly put down a Forge.

This definitely is going to shift PvZ for a while to come, at least on the short-rush distance maps. Or maybe even the normal Forge FE maps (like Shakuras-Cross). As Zerg figure it out more, there's also room for it to become far more deadly.

Oh, and the replays Stomp put up were pretty good. I really loved the 2 rax, 4 marines + 6 SCV rush that saw 3 roachs and went "oh shit", ran back, threw up some bunkers and promptly died. (That's never a bad thing to see!)

Yeah, this is going to change a lot of things.
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